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<blockquote data-quote="slobo777" data-source="post: 6028682" data-attributes="member: 6694877"><p>I'd be interested to know how that goes.</p><p></p><p>My problem with this has been how to make allowances for PC abilities, which are all described at the right level of detail to work with the combat system. </p><p></p><p>Case in point: In my game we have two very different defenders, an Elf Harrying Battlemind, and a Goliath Warden. I have tried a couple of times to have these characters do some "generic fighting" during a skill challenge (e.g. defend the other party members from attack whilst they try to do something such as complete a ritual)</p><p></p><p>In a detailed fight, the tendency is that the Battlemind skirmishes a lot (if they are piled on, takes too much damage) and picks targets carefully - typically artillery - making changes to the effectiveness of the bad guys, but sometimes paying a price for it, if it is judged wrong. The Warden gets a lot less choice of target, and can sometimes get bogged down holding back a single enemy, but is much, much tougher, and typically loses half as many surges as the Battlemind, even if they get focussed on.</p><p></p><p>Once you go abstract, it's very difficult IMO to see the same differences (which then "feels wrong" to me, if the end result is too different, and depends heavily on which resolution system you use), except by taking the experience of how these builds actually play, and adjusting results for it - something I <em>could</em> do now we've played dozens of fights with the same characters, but not something a generic system will cope with.</p></blockquote><p></p>
[QUOTE="slobo777, post: 6028682, member: 6694877"] I'd be interested to know how that goes. My problem with this has been how to make allowances for PC abilities, which are all described at the right level of detail to work with the combat system. Case in point: In my game we have two very different defenders, an Elf Harrying Battlemind, and a Goliath Warden. I have tried a couple of times to have these characters do some "generic fighting" during a skill challenge (e.g. defend the other party members from attack whilst they try to do something such as complete a ritual) In a detailed fight, the tendency is that the Battlemind skirmishes a lot (if they are piled on, takes too much damage) and picks targets carefully - typically artillery - making changes to the effectiveness of the bad guys, but sometimes paying a price for it, if it is judged wrong. The Warden gets a lot less choice of target, and can sometimes get bogged down holding back a single enemy, but is much, much tougher, and typically loses half as many surges as the Battlemind, even if they get focussed on. Once you go abstract, it's very difficult IMO to see the same differences (which then "feels wrong" to me, if the end result is too different, and depends heavily on which resolution system you use), except by taking the experience of how these builds actually play, and adjusting results for it - something I [I]could[/I] do now we've played dozens of fights with the same characters, but not something a generic system will cope with. [/QUOTE]
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